/* 
 * Copyright (C) 2008 Google Inc.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package org.zeroxlab.kubench;

import java.nio.ShortBuffer;
import java.util.ArrayList;
import java.util.Iterator;

public class GLShape {

    public GLShape(GLWorld world) {
        mWorld = world;
    }
    
    public void addFace(GLFace face) {
        mFaceList.add(face);
    }
    
    public void setFaceColor(int face, GLColor color) {
        mFaceList.get(face).setColor(color);
    }
            
    public void putIndices(ShortBuffer buffer) {
        Iterator<GLFace> iter = mFaceList.iterator();
        while (iter.hasNext()) {
            GLFace face = iter.next();
            face.putIndices(buffer);
        }        
    }
    
    public int getIndexCount() {
        int count = 0;
        Iterator<GLFace> iter = mFaceList.iterator();
        while (iter.hasNext()) {
            GLFace face = iter.next();
            count += face.getIndexCount();
        }        
        return count;
    }

    public GLVertex addVertex(float x, float y, float z) {
        
        // look for an existing GLVertex first
        Iterator<GLVertex> iter = mVertexList.iterator();
        while (iter.hasNext()) {
            GLVertex vertex = iter.next();
            if (vertex.x == x && vertex.y == y && vertex.z == z) {
                return vertex;
            }
        }
        
        // doesn't exist, so create new vertex
        GLVertex vertex = mWorld.addVertex(x, y, z);
        mVertexList.add(vertex);
        return vertex;
    }

    public void animateTransform(M4 transform) {
        mAnimateTransform = transform;
        
        if (mTransform != null)
            transform = mTransform.multiply(transform);

        Iterator<GLVertex> iter = mVertexList.iterator();
        while (iter.hasNext()) {
            GLVertex vertex = iter.next();
            mWorld.transformVertex(vertex, transform);
        }
    }
    
    public void startAnimation() {
    }

    public void endAnimation() {
        if (mTransform == null) {
            mTransform = new M4(mAnimateTransform);
        } else {
            mTransform = mTransform.multiply(mAnimateTransform);
        }
    }

    public M4                        mTransform;
    public M4                        mAnimateTransform;
    protected ArrayList<GLFace>        mFaceList = new ArrayList<GLFace>();
    protected ArrayList<GLVertex>    mVertexList = new ArrayList<GLVertex>();
    protected ArrayList<Integer>    mIndexList = new ArrayList<Integer>();    // make more efficient?
    protected GLWorld mWorld;
}
